From 748fdc3cb07364d8a1542aaf6d60e80e56fce397 Mon Sep 17 00:00:00 2001 From: Nilton Constantino Date: Fri, 12 Jun 2026 13:31:06 +0100 Subject: [PATCH] fixes on UI --- .../Gameplay/Entities/Player/Sentinel/SentinelBrain.cs | 10 ---------- .../StateMachine/States/SentinelStateDashRecovery.cs | 6 ++++++ 2 files changed, 6 insertions(+), 10 deletions(-) diff --git a/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/SentinelBrain.cs b/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/SentinelBrain.cs index e93bf51..d4b446b 100644 --- a/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/SentinelBrain.cs +++ b/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/SentinelBrain.cs @@ -73,16 +73,6 @@ namespace Intrepid.Gameplay.Entities.Player.Sentinel StateMachine.UpdateStateMachine(); InputResolver.Sentinel.CaptureAndPrune(TimeSimulation.Instance.ScaledElapsedTime); - - // that is the right place? - if (Controls.OnCadence) - { - TimeSimulation.Instance.AsBreathMotion(.5f); - } - else - { - TimeSimulation.Instance.AsNormalMotion(.5f); - } if (StateFirstFrame) { diff --git a/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/StateMachine/States/SentinelStateDashRecovery.cs b/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/StateMachine/States/SentinelStateDashRecovery.cs index af02009..df3b88f 100644 --- a/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/StateMachine/States/SentinelStateDashRecovery.cs +++ b/Assets/Scripts/Intrepid/Gameplay/Entities/Player/Sentinel/StateMachine/States/SentinelStateDashRecovery.cs @@ -1,3 +1,4 @@ +using Intrepid.Core.TimeControl; using Intrepid.Structures; using Intrepid.Utilities; using UnityEngine; @@ -27,11 +28,16 @@ namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States protected override void RunOnEnter(ParameterStore parameterStore) { Brain.Entity.ModelAnimation.CrossFade(dashRecovery, 0.05f); + if (Brain.Controls.OnCadence) + { + TimeSimulation.Instance.AsBreathMotion(); + } } protected override void RunOnExit() { Timer.Stop(); + TimeSimulation.Instance.AsNormalMotion(); } public override void RunOnFirstFrameOnly()